In this Blender 2.5 modeling tutorial series we go through the entire process of modeling a detailed, female body. This tutorial puts a strong emphasis on topology and anatomy, making use of photo referenced from 3d.sk

In part 02 of this series we move our focus to the face to in order to layout the foundation for the face topology.

Once the modeling is complete in this series we will move onto texturing the final model.

Reference Images were purchased and licensed from 3D.sk. To learn more about 3D.Sk please visit them today.

Female Modeling Series<>

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Discussion

46 Responses to “Modeling the Female Body Series – Part 02”
  1. Posts: 256

    I just finished the female head tutorial yesterday so this will be good reinforcement. Glad to see you moving right along with the series!

    #
    1
    May 13, 2011 at 7:47 pm
  2. Ryan
    Posts: 2

    very nice
    don’t quite understand why it is a separate mesh but OK i cant model anything biological for the life of me so I’m fallowing this closely.I want the next one already…

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    2
    May 13, 2011 at 8:16 pm
    • Posts: 454

      I haven’t actually watched this, but I assume you mean the head? The head is always modeled separately because it has to be very focused on topology, (where all the edge loops go) if it was extruded from the body it restricts the workflow. for example you would end up with dozens of unnecessary edge loops around the entire body mesh. the same often goes for hands.

      and for modelling biological things I found this very hard at first, but after doing kara(2010 training series), I invented my own “speed modelling” workflow. Which is basically create the mesh, then topology, then details. http://www.metalix.co.nz/vault/blender/amy/ took less than an hour(without clothes).
      As I found when you work quickly and don’t look back, things don’t get “over-tweaked” and therefore gives a very natural look. and then go refine it later.
      hopefully that made sense :D

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      2.1
      May 13, 2011 at 9:39 pm
      • mistercliff
        Posts: 2

        Your link never worked for me.

        #
        2.1.1
        May 17, 2011 at 8:52 pm
  3. Posts: 42

    Much appreciated, Mr. Williamson! Thanks so much!

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    3
    May 13, 2011 at 10:07 pm
  4. Jean-Dominic
    Posts: 5

    You should add a specific tag for each videos in this serie so they will be easier to locate in a few months.

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    4
    May 13, 2011 at 11:08 pm
  5. Posts: 47

    Very nice. I really appreciate the attempt to model a specific set of photographs, not a generic female figure in 2.5. Looking forward to the coming sections. Thank you!!!

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    5
    May 13, 2011 at 11:22 pm
  6. kevin
    Posts: 10

    very nice jonathan, was hopeing mabey at the end of the series u could add a follow-up tut about polygon based hair.

    thanks again

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    6
    May 14, 2011 at 12:00 am
  7. This vid is refreshing my memory! I have your old tut on the head topology, which is, still, very useful and is based on the same principals. Can’t wait to see the rest! Specially the skinning which I always find a pain in the butt =P

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    7
    May 14, 2011 at 4:44 am
  8. Posts: 37

    out of curiosity have you stopped the m4 series?

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    8
    May 14, 2011 at 8:38 am
    • Posts: 2972

      Nope, the final part should be out on Monday or Tuesday.

      -Jonathan

      #
      8.1
      May 14, 2011 at 9:14 am
      • Pat
        Posts: 4

        Hello, I have a question please, to Jonathan,

        I’m trying to do the same, but when I press shif+A and add a circle, the circle not appears equaly than you, I have the scene “Front Ortho” (Num Pad 1, and then 5) but to me the circe only appears good if I am TOP NumPad 7.

        ¿Why? Because you are in Front Ortho and to you appears the cricle “in front”

        Thank You very much.

        P.D: Sorry my misspllyng, i’m spanish.

        #
        8.1.1
        May 15, 2011 at 11:44 am
      • Posts: 454

        Hi Pat

        When you add a circle it always places it that way. if you press F6 you can choose “align to view” and it will align to your view. this option is also in the left tool bar at the bottom when adding a circle.

        hope this helps

        #
        8.1.2
        May 16, 2011 at 2:28 am
      • Pat
        Posts: 4

        Hello Alex:

        I do, see:

        Aling to view , tick.

        http://imageshack.us/f/706/imagen2kb.png/

        Then, press intro.
        And then… nothing changes:
        http://imageshack.us/photo/my-images/689/imagen3sqb.png/

        I use Blender 2.5. alpha 1.

        Mmm… I wacth the “left tool bar at the bottom ” and what you say is in the panel “tool shelf” or “Object Tools”, sorry I don’t see it.

        I think that when I tick in “aling view” then, I press “intro” no?

        Thanksssssssssssssss!

        #
        8.1.3
        May 16, 2011 at 10:13 am
  9. Posts: 15

    I’ve read a little (note: very little) about bmesh. If you’re using a version with bmesh, it’s possible to join the the head and body into one mesh later, without screwing up the topology too much? If so, what’s the effect of animation on the mesh? Is there any stretching or messiness?

    #
    9
    May 14, 2011 at 12:53 pm
    • Posts: 454

      It is possible, But personally I wouldn’t recommend it because you will run into problems eventually. it is always a good idea to keep good topology

      #
      9.1
      May 16, 2011 at 2:38 am
  10. Keith
    Posts: 4

    are you going to do a male body series after this?

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    10
    May 14, 2011 at 2:38 pm
    • Posts: 256

      They said in the comments for part one that they plan on doing the male after this series is done.

      #
      10.1
      May 15, 2011 at 12:29 pm
      • Keith
        Posts: 4

        thanks, sorry for not looking back there :)

        #
        10.1.1
        May 15, 2011 at 2:13 pm
  11. Posts: 115

    Such a great video, really straightforward, i cant wait for the texturing sections, that will be fantastic i’m sure.
    Thanks.

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    11
    May 15, 2011 at 5:23 am
  12. Posts: 255

    Nice, Jonathan. It’s cool that your own “game” is improving and developing. I’m looking forward to finding out how your going to connect these edgeloops and then how you take this to another level of detail.

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    12
    May 15, 2011 at 4:19 pm
  13. Posts: 47

    Will you be also doing a clothing tutorial on this female or not?Anyways Thanx a lot these tutorials helped me a lot.

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    13
    May 16, 2011 at 11:38 am
  14. Posts: 4

    I noticed on the blender website they have the blenderella series. how does this series compare to that one? Is one more in depth, different workflow, etc. Would I be wasting my money buying that series is my main question.

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    14
    May 16, 2011 at 12:41 pm
    • Posts: 25

      Its a completely different modelling style. I bought the blenderella DVD after seeing the artists work but so far its quite heavy going and I personally find that these tutorials are better as they explain how and why it is done in this particular method as opposed to almost just sitting and watching a timelapse.

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      14.1
      May 16, 2011 at 2:36 pm
      • Posts: 4

        Ah, ok. Granted alot of detail is present and the site says some knowledge is required it would still be nice to have some “play by play” like they do here instead of a time-lapse. Thanks for the heads up.

        #
        14.1.1
        May 16, 2011 at 9:54 pm
  15. Patricia
    Posts: 4

    Sorry, I was confused; I inverse “top” and “bottom”, now I see what you means with: <>

    I try also in this mode, but it does not work. ¿Any advice?

    I use version 2.5. alpha 1, ¿it’s because of it?

    I try to download the version Blender 2.57b (stable) of:
    http://www.blender.org/download/get-blender/ But it run only in Mac 10.5 and my Mac 10.4 :(

    I hope isn’t for the version of Blender. Well, any help is welcome. Than you.

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    15
    May 17, 2011 at 3:08 pm
  16. mistercliff
    Posts: 2

    Great tutorials, look forward to the rest of the series.

    Newbie question though: were I to eventually add clothes to a model like this, what is the best way to do so? Would you recommend something like a mask as in this tutorial? http://www.blendercookie.com/2010/01/19/tip-learning-the-masking-modifier/

    Some videos I’ve seen have recommended just modelling the clothes instead of the full body, but I want to be able to change the clothes and so I think the full body is more the route I should take.

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    16
    May 17, 2011 at 9:01 pm
  17. Posts: 2

    Thx for GREAT tutorial. Itll be my first model in #free 3d# modelling.

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    17
    Dec 25, 2011 at 6:20 am
  18. Posts: 4

    thank you for the Tutorial, i am probably using Photo’s if Charlie Sheen for the face , i had just to google, this was a fan as my Girlfriend had seen it. :D

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    18
    Dec 30, 2011 at 1:26 pm
  19. Posts: 4

    i keep on trying to put the cube as a seperate entity from the body, but it keeps on putting as though it is part of the body, so i can’t select it right…would somone help please

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    19
    Jan 19, 2012 at 4:27 pm
    • Posts: 3

      To 56cass56: Sounds like you need to tab out of edit mode, into object mode, to add a new object.

      #
      19.1
      Mar 4, 2012 at 8:36 am
  20. Ariel Washington
    Posts: 1

    I tried using the proportional tool but it just grabs the whole face. When I turn it off, I can freely grab one vertex.

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    20
    Mar 30, 2012 at 12:51 pm
    • Posts: 3

      Maybe you need to turn the scroll wheel on your mouse, to affect a smaller area?

      #
      20.1
      Mar 30, 2012 at 5:05 pm
  21. Posts: 5

    Love the tutorial and have been going through it for the first time. However I was wondering if there was a version of this anywhere that’s just text and screenshots covering the general process. The video tutorial is GREAT, especially for familiarizing myself with some of Blender’s more advanced modeling functions that I’ve never touched, however I find it less useful as a quick reference guide. It’s going to take practice and a few models for me to get the whole process down by rote, and it’d be great to have a quickly accessible “cheat sheet” so I can remind myself what the next step is without needing to find the right part of the video and the right time stamp.

    #
    21
    Apr 15, 2012 at 10:30 pm
    • Posts: 5

      D’oh, I JUST realized today that this tutorial is still being made (due to constraints on my modelling time I haven’t gotten past Video 4 yet, and the other day I started a new head after finding a particular reference I’d wanted to work with) so I guess there’s probably not a screen cap “cheat sheet” coming for a while.

      #
      21.1
      Apr 18, 2012 at 12:04 pm
  22. Jeremy Leal
    Posts: 17

    Hello guys

    I was wondering, I just got done with this lesson however I am missing faces in my head model. Everything looks great in wire frame mode put when I switch to solid mode I am missing random faces. Any suggestions would be greatly appreciated.

    Thx,
    Jeremy

    #
    22
    May 6, 2012 at 6:57 pm
    • Posts: 19

      I believe that’s due to the way the normals are facing. Try pressing Ctrl+N to recalculate the Normals.
      that should do the trick, if not, the faces themselves might be hidden, in which case press Alt+H to un-hide everything.

      Cheers – Nate

      #
      22.1
      Jun 2, 2012 at 5:48 pm
  23. Marius
    Posts: 4

    I am stuck at the second tutorial at 17:13 how do you drag those corner vertices? The Problem is that the whole circle around the eyes moves backwards not only the two selected vertices.

    I hope someone could help me quite quick (I am stuck there for far more than a week now).

    Best regards Marius

    #
    23
    Jun 15, 2012 at 9:44 am
    • Posts: 3

      Maybe you need to scale down the influence of the proportional editing tool.. Or turn it off completely. (See the button with a circle on it, beneath the 3D window, to the right).

      #
      23.1
      Jun 16, 2012 at 6:32 pm
      • Marius
        Posts: 4

        it worked thanks! I had to turn it off completely

        #
        23.1.1
        Jun 17, 2012 at 3:48 pm
  24. Posts: 9

    OKay, loving this series, but i’ve hit a snag.

    got my base form, and i’m at the point of starting the face loops. i’ve done the new cube, scaled, removed the verts, added the Mirror….but the Mirror isn’t activating :-( when i click to place the loop around the eye socket, it’s not mirroring – any thoughts why?
    TIA

    #
    24
    Jul 25, 2012 at 10:09 am
    • Posts: 2972

      Hi there,

      Can I see a screenshot of the problem? It could be any number of things and so a screenshot will help my troubleshoot it :)

      #
      24.1
      Jul 26, 2012 at 10:16 am
      • Posts: 9

        Hi Jonathan,
        thanks for the reply but i managed to solve this one. i think the issue was that i moved the item in edit mode and thereby moved the centre of the object, instead of mirroring about the centre that should have been left on the x=0 position. you probably understand what i mean better than i explained that :-D

        anyhoo, i’ve hit an issue w/ the eyes on the next part : at the bit where you create the iris/pupil bit (about 26min on the vid) ~ i select the ring and central vert, but when i E -> S i get a light blue line through the image and the scaling ain’t doing what it should, it seems to be trying to work only on the Y axis (ie, foreground to background, which confuses me as that’s the Z axis on my previous modellers).

        cheers
        KW

        #
        24.1.1
        Jul 26, 2012 at 11:28 am
  25. Posts: 14

    Hey Jonathan,
    Fantastic series so far, quick question I didn’t see asked yet, what are the expectations for the model we are working on? For instance would it be overkill to use for a character in a game, or is it more practical for an animation sequence because it will be too highly detailed and take up enormous computer resources to smoothly render in-game. I am a noob to the modeling world, making the leap from programmer to modeling/programmer.

    #
    25
    Aug 2, 2012 at 3:23 pm
  26. Posts: 7

    what tablet do u use?

    #
    26
    Aug 21, 2012 at 1:24 pm

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